The optional chain method

In the world of local KeyForge play, whether at home, in the gamestore, or at competitions, the discussion of fair and balanced games always has room for innovation and customization. The proposal of an optional chain method, based on the SAS rating differences between decks, opens a door to exciting and balanced matches. To further explore the importance and potential benefits of this method, it is worth building a bridge to one of the oldest and most venerable games in the world: the Go board game.

In Go, a game known for its profound strategic possibilities, a similar principle is used to equalize the playing strength between players with different levels of experience – the Komi system. Here, the less experienced player is given a head start in the form of points in order to maintain equality of opportunity. This method of equalization inspires the idea of chains in KeyForge and shows that such systems not only increase fairness, but also help to create a learning curve that encourages players to continuously improve their skills. As in Go, the principle of chains can be used to ensure that a player with less experience or a supposedly weaker deck can keep up against a stronger opponent. These chains can be adjusted over time, reflecting the dynamic development of the player.

It is important to emphasize that the SAS system, which forms the basis for the proposed chain method, was not originally part of the game designed by Richard Garfield. Instead, it is an invention of the community, born out of the need to make the myriad of unique decks that make up KeyForge assessable and comparable. This form of rating is similar to the concept of tier lists (T1 to T3) in Magic: The Gathering and other card games, which are used to rank decks according to their competitiveness.

While such rating systems are undoubtedly helpful in getting an idea of a deck’s potential strength, they should not be considered the ultimate judgment of a deck’s value or playability. Rather, they provide a framework within which players can experiment, learn and adapt. The introduction of chains as a balancing mechanism using the SAS system provides a bridge between the theoretical evaluation of a deck and the practical experience at the gaming table.

The basic idea is simple: before a match begins, an optional chain adjustment could be made based on the SAS difference of the competing decks. These chains would serve to restore the balance between the decks and thus promote fair and exciting games. The adjustment would be as follows:

0-4 point difference: No chains
5-9 points difference: 3 chains
10-14 points difference: 6 chains
15-19 points difference: 9 chains
20+ points difference: 12 chains

This method would allow players to have a realistic chance of winning even against supposedly stronger decks by balancing the game through the strategic use of chains.

A key aspect of this proposal is its optional nature. Both players would have to agree to the application of the chain rule before the match begins. This consensus-based approach ensures that the method is only used where it is actually desired and preserves the players’ freedom to play according to their preferences.

The idea of introducing chains based on SAS differences references proven principles from classic games like Go and integrates the community-based innovation of the SAS system to enrich the KeyForge game culture. These approaches emphasize the versatility and adaptability of the KeyForge community and pave the way for a game environment that emphasizes fairness, learning opportunities and fun.

We again invite the KeyForge community to discuss these proposals and share their opinions, concerns and ideas. Your feedback is essential to further develop and refine the practices and traditions that make KeyForge so unique. Let’s shape the future of KeyForge together – a game that stands out not only for its uniqueness, but also for its inclusive and adaptable game culture.

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